- 01 6月, 2016 2 次提交
- 28 5月, 2016 1 次提交
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由 Olivier Chatry 提交于
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- 20 5月, 2016 1 次提交
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由 Mr.doob 提交于
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- 12 5月, 2016 1 次提交
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由 tschw 提交于
* Separated out WebGLClipping. * WebGLClipping: Named internal functions.
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- 01 5月, 2016 2 次提交
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由 Raoul v. R 提交于
* Don't treat render targets like textures. Expect Texture instances from now on. Added backwards compatibility measures to ensure that render targets can still act as textures for the time being. A deprecation warning will be given. Resolves #8615. * Added comments to clear up RT-Cube detection. * Revised the previously added comments. * Added a TODO note. Forgot to include this one in the last commit. * Documentation: updated WebGLRenderTarget. * Docs: added more Texture info to WebGLRenderTarget. Also removed an unnecessary html line break. * Docs: added a notification to ShaderMaterial. WebGLRenderTarget and WebGLRenderTargetCube must not be used as uniforms. Their texture instance must be used instead. * Docs: revised a notification in ShaderMaterial.
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由 Mr.doob 提交于
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- 29 4月, 2016 1 次提交
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由 tschw 提交于
* Removed useless and outdated ShadowMapPlugin docs. * Consistified WebGLState, added culling. * Let WebGLShadowMap set culling through WebGLState. * WebGLShadowMap: Removed redundant state setup. * WebGLRenderer: Removed needless factorization. * Removed cull state mess from WebGLShadowMap. - Instead flip .side on the depth material with the same effect. - See #8760. * Updated builds.
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- 26 4月, 2016 1 次提交
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由 Michael Herzog 提交于
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- 19 4月, 2016 3 次提交
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由 Mr.doob 提交于
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由 rchadwic 提交于
* merge bufferAttributeTypes with dev * else if * serialize the normalized flag * update docs * remove support for DataView as BufferAttribute source. This is to specific purpose, and geometry using this will break in too many other methods * reimplement the DataView as a BufferAttribute data source * try to warn when bufferAttribute contains a DataView and cannot be read * Changed too many `warn` to `error` * Code quality update in BufferAttribute datatype selection * support load and save of normalized flag in BufferAttribute * Check for DataView attribute buffers * mend * Revert "mend" This reverts commit 1b4c87687d10fdaefd5007b98019b25d33c492e1. * try to fix after --ammend causes conflicts * working on cleaning this all up * More whitespace cleanup * more code style cleanup * strike OBE comment * more spacing cleanup
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由 Michael Herzog 提交于
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- 14 4月, 2016 1 次提交
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由 WestLangley 提交于
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- 13 4月, 2016 1 次提交
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由 tschw 提交于
* MatrixN: Deprecated .flattenToArrayOffset. Instead .toArray consistently allows array and offset to be passed. * Updated math classes' docs .toArray / .fromArray. * Automated uniform.<name>.type. * WebGLRenderer: Added .setTexture deprecation stub. * Updated ShaderMaterial docs, uniform types. * Updated Quaternion docs .toArray / .fromArray. * Updated Quaternion docs, static .slerpFlat. * Updated math classes' docs, style consistency. * Updated ShaderMaterial docs, style consistency.
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- 12 4月, 2016 2 次提交
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由 Michael Herzog 提交于
* Examples: Fix Firefox error in "webgl_interactive_cubes_gpu" * Revert "Examples: Fix Firefox error in "webgl_interactive_cubes_gpu"" This reverts commit f2130cc1afb18794ac30a7a85d69795e6b23dd40. * WebGLRenderer: Ensure valid read requests in .readRenderTargetPixels
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由 Ben Houston (Clara.io) 提交于
* remove ability to set depth formula on MeshDepthMaterial. * remove depth formulas
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- 11 4月, 2016 1 次提交
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由 tschw 提交于
* WebGLProgram: Rewrote uniform name parser. * Revised structured uniforms. - Allowed arbitrary nesting - Removed map iteration
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- 10 4月, 2016 2 次提交
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由 WestLangley 提交于
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由 Matt DesLauriers 提交于
* working on depth texture * working on depth texture * support depth texture in webgl1 and webgl2 * fix comments * reset build to avoid diff noise * add check for webgl2 context * fix depth texture example * animation for example * add file * add depthTexture to WebGLRenderTarget * ensure depth format returns correct GL parmaeter * use null for initial depthTexture value * add some commented out code
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- 07 4月, 2016 1 次提交
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由 tschw 提交于
* Implemented user-defined clipping planes. * Renderer: Minor documentation update. * Implements object-level clipping. * Renderer: Minor cosmetic changes. * Fixed lethal typo in normal shader. * Let shadows respect .side of object's material. * Fixed Plane.applyMatrix4. - Scale denormalized but did not scale the position - Projection is not supported (solved by documentation) - Removed unnecessary copying to make up for the normalization - Still arguably too heavy * Added custom clipping example. * Clipping: Fixed transition to disabled state. * Improved custom clipping example. - GUI dependency of volume visualization on Enabled state - Larger radius for cylindrical global clipping area * No .matrixAutoUpdate = false in clipping example. * Let ShadowMap check renderer.localClippingEnabled. * Added a simplified clipping example.
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- 06 4月, 2016 1 次提交
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由 WestLangley 提交于
* Reintroduce MeshPhysicalMaterial * Reintroduce MeshPhysicalMaterial * Simplified conditionals
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- 18 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 17 3月, 2016 3 次提交
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由 Ningxin Hu 提交于
Fix #8358
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 13 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 11 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 08 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 05 3月, 2016 4 次提交
- 04 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 03 3月, 2016 2 次提交
- 02 3月, 2016 2 次提交
- 01 3月, 2016 3 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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